By default, hjkl in paths represent nw, ne, sw and se respectively. So 2h in the path will send nw twice the same way 2n will send north twice. Your path in the other thread becomes 2s2l.

The only way that trigger will be set off twice is if the mud sends two lines starting "You killed". You could try putting that trigger in its own class and then using #t- and #t+ to disable it when it's not needed. Have the akill trigger enable it, and then it disable itself when it fires.

Wow, I'm surprised this is still going. The1nk, you can make it loop...Just set a trigger to fire the starting alias when it sees a line from the starting room. Ideally, it should be unique, although if you play a mud that clones a lot of its rooms...

Alternatively, figure out a way to track when it reaches the end of its path, but I'm not sure how you'd do that I'm afraid. Maybe someone else can offer some advice?

Bumping this thread just to say thanks, it's a really nice script!
Works fine for me, right away, not much editing.
However, I must ask...does the "a1" refer to the akill class or? I don't see something actually called "a1"?

This is a very simple bot and can't really do what you're after. Bear in mind that writing a bot is one of the most difficult things you can do because it involves so many interlocking parts, but also because every MUD is different and even subtle differences matter when writing this kind of script, so we can't do it for you or even offer all that much help.

In short, though, you want to build a list of mobs in the room (by adding items to a stringlist) and then running through each of them by casting, and triggering off the fail message to recast or the success message to move onto the next item. When the list is exhausted, you start the killing.

Sorry to bring this thread way back from the dead... I've been using the script with minor mods to fit my mud output and it works great. However, I recently tried to use it with an area that requires opening doors and such, and it doesn't seem to work properly. I formatted my path just like was mentioned above (i.e. .s;unlock west;open west;.w etc) but it seems to get hung after it performs the first non-movement command in the path. It will unlock the door, then attempt to do the look, kill, etc, and then it just stops because the mob isn't there. For some reason its not doing the next step in the path at this point and I'm not sure why. Any thoughts?

Basicly it work fine but becouse the command for searching herbs is not a mob but a 'LOOK' it works untill end of path and then do infinite loop.
Searches for herbs , get info that there are none, trig does look buy path is ended so the search starts again and so on ...
I tryed to add at the end of path #class herbwalk 0 but it's executed at the begining ??
I check it with adding :
#sl .6e;endofpath where endofpath is an alias : #alias {endofpath} {smile stupid} {harbpath}

I know this thread is old, but I personally have been unsuccessful in getting it to work. I'm sure it's something I'm not doing right, so far though, when walking, the script just builds a list of rooms and walks them all without pause, or walks them and deletes a room in the path because of the pause, or when I try to ok the walk to the next room using #STEP, it's not recognised and tries to walk two rooms instead of just the next one. I've tried lots of different things, but I don't know that it's workable for all MUD's and in most, such a thing is against the rules anyway :P. I was attempting to mod the script for a different purpose, however I've been unable to do so.